The Skyguard needs further buffs.

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Gundem, Nov 3, 2013.

  1. KiRRA

    A slight velocity buff wouldn't be bad I guess, although I'd have to get used to the revised leading range.:p

    Don't get me started on C4 fairies. :mad: In Skyguard? Not a problem....while using the damn AP turret? HAHAHA, f*ck them, never will land that shot. :( *rolls footage of last night*
  2. John_Aitc

    I am in total agreement with KiRRA and Acorn.

    There are a lot of things that need to be worked on in the game. The Skyguard is an NS weapon that is the same for every Faction, and seems to be perfectly tuned to its job function of Area Denial.
  3. Pikachu

    Cut cof by 50% and make the shells detonate on direct hit against any target. Then find a group of infantry.
  4. Kid Gloves

    The reason for the Skyguard's current CoF is:

    1. it fires flak rounds, which detonate near the target and do damage. The damage they do is comparable to a direct hit in this case, so this acts as a counterbalance to CoF.

    2. if the CoF was narrower, it'd turn the Skyguard into an infantry murdering machine and a much better AV platform.

    This would tip the Skyguard into OP-land.

    As it stands, the skyguard is fine. I can engage targets at extreme ranges (libs at flight ceiling while north of NS Offices). I can wreck aircraft that come in close.

    As it stands, the existence of the skyguard right now means any pilot needs to treat any lightning as a threat until proven otherwise. Any pilot who does not do so is a dead pilot.

    1 good skyguard can effectively discourage air.
    2 good skyguards can effectively clear air.
    3 good skyguards can effectively dominate air.
    4+ good skyguards not only kill air dead, they show up to air's funeral dressed inappropriately and hit on air's sister.
    • Up x 2